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Diffstat (limited to 'source/blender/render/intern/source/convertblender.c')
-rw-r--r--source/blender/render/intern/source/convertblender.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index e6f054583b1..69dd9607c3b 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -762,7 +762,7 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
dx= re->winx*cross[0]*re->winmat[0][0];
dy= re->winy*cross[1]*re->winmat[1][1];
- w= sqrt(dx*dx + dy*dy)/w;
+ w = sqrtf(dx * dx + dy * dy) / w;
if (w!=0.0f) {
float fac;
@@ -927,7 +927,7 @@ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, Par
w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
dx= re->winx*dvec[0]*re->winmat[0][0]/w;
dy= re->winy*dvec[1]*re->winmat[1][1]/w;
- w= sqrt(dx*dx + dy*dy);
+ w = sqrtf(dx * dx + dy * dy);
if (dot_v3v3(anor, nor)<sd->adapt_angle && w>sd->adapt_pix) {
vlr= RE_findOrAddVlak(obr, obr->totvlak++);
vlr->flag= flag;
@@ -3796,8 +3796,8 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
normalize_v3(lar->imat[1]);
normalize_v3(lar->imat[2]);
- xn= saacos(lar->spotsi);
- xn= sin(xn)/cos(xn);
+ xn = saacos(lar->spotsi);
+ xn = sinf(xn) / cosf(xn);
lar->spottexfac= 1.0f/(xn);
if (lar->mode & LA_ONLYSHADOW) {
@@ -3820,7 +3820,7 @@ static GroupObject *add_render_lamp(Render *re, Object *ob)
/* z factor, for a normalized volume */
angle= saacos(lar->spotsi);
xn= lar->spotsi;
- yn= sin(angle);
+ yn = sinf(angle);
lar->sh_zfac= yn/xn;
/* pre-scale */
lar->sh_invcampos[2]*= lar->sh_zfac;
@@ -5438,7 +5438,7 @@ static float *calculate_strandsurface_speedvectors(Render *re, ObjectInstanceRen
{
if (mesh->co && mesh->prevco && mesh->nextco) {
float winsq= (float)re->winx*(float)re->winy; /* int's can wrap on large images */
- float winroot= sqrt(winsq);
+ float winroot= sqrtf(winsq);
float (*winspeed)[4];
float ho[4], prevho[4], nextho[4], winmat[4][4], vec[2];
int a;
@@ -5477,7 +5477,7 @@ static void calculate_speedvectors(Render *re, ObjectInstanceRen *obi, float *ve
StrandSurface *mesh= NULL;
float *speed, (*winspeed)[4]=NULL, ho[4], winmat[4][4];
float *co1, *co2, *co3, *co4, w[4];
- float winsq= (float)re->winx*(float)re->winy, winroot= sqrt(winsq); /* int's can wrap on large images */
+ float winsq = (float)re->winx * (float)re->winy, winroot = sqrtf(winsq); /* int's can wrap on large images */
int a, *face, *index;
if (obi->flag & R_TRANSFORMED)
@@ -5544,7 +5544,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *
VertRen *ver= NULL;
float *speed, div, zco[2], avgvel[4] = {0.0, 0.0, 0.0, 0.0};
float zmulx= re->winx/2, zmuly= re->winy/2, len;
- float winsq= (float)re->winx*(float)re->winy, winroot= sqrt(winsq); /* int's can wrap on large images */
+ float winsq = (float)re->winx * (float)re->winy, winroot= sqrtf(winsq); /* int's can wrap on large images */
int a, j;
float hoco[4], ho[4], fsvec[4], camco[4];
float mat[4][4], winmat[4][4];